Automatically upgrade base game companion default weapons and shooting perks to match player level. Option to find, move and heal current companion if they are lost.
This functionality is now included in the comprehensive SKK Unlock all companions solution]
to switch over simply disable weapon and perk upgrades in the holotape]
Companions have default weapons with unlimited ammo that are not visible in inventory to modify. Whilst companion combat effectiveness is sketchy, they should benefit from default weapon OMOD upgrades and combat perks as the player level progresses to look good and shoot somewhat better.
Install the mod at any time in any game to receive a [ .SKK Companion weapon upgrade Holotape ] holotape in MISC inventory anytime after vault exit which will:
1. Enable or disable auto upgrades
2. Select between player level and perk upgrade triggers:
(a) The player actual Gun Nut and Science perks relevant to the companion weapon OMODSs regardless of level, or;
(b) The player level that unlocks the Gun Nut and Science perks, but you don’t actually need the perks.
3. Upgrade companions own Gunslinger, Rifleman, Commando and Heavy Gunner perks to match the player and further improve combat effectiveness.
4. Move your companion to the player and heal when they become stuck, lost or fall off Virtibirds.
The auto upgrade runs when you [ >>> SUBMIT ] changes in the holotape, level up or exit the Pip-Boy perk upgrade screen to keep all base game companions up to date.
This does not modify companions irritating combat AI behaviors like standing in front of the player, running into unwinnable fights or starting a deep and meaningful conversations about bollox. That’s RPG actor immersion that is.
Companions & weapons upgraded:
Cait Double-Barrel Shotgun 0005DF30
Curie (as Synth) Laser Gun 0022CC13
Danse Laser 0005BBA6
Deacon Hunting Rifle 00215CE3
Hancock Double-Barrel Shotgun 00062AA4
MacCready Hunting Rifle 0005BBA4
Piper 10mm 0005DF2D
Preston Laser Musket 00062AA6
Strong Sledgehammer 0005DF2E … this script DOES NOT upgrade Strong’s Sledgehammer.
Valentine Pipe Revolver 0005BBA7
X6-88 Institute Laser Rifle 00215CE4
Upgrades to the best semi-auto receiver, barrel, grip and sights for that level. Mag doesn’t matter as they don’t reload. If you prefer to upgrade your companion weapons manually through crafting, try CompanionWeapons Are Customizable.
The mod has no dependencies on extenders or DLCs and does not change any base game assets or objects, its 100% pure new Creation Kit forms and scripts. As it does not touch any other stuff in your savegame, you can install at any game stage.
Companion weapon upgrades are persistent across save games so they will stay at whatever state they were if you disable this mod. Companion weapons can be reset to plain vanilla (or whatever you want) through console bat files using companionRef.cf “ObjectReference.AttachModToInventoryItem” WEAPONID OMODID
PC Manual Installation
Copy SKKCompanionWeaponLL.esp and SKKCompanionWeaponLL – Main.BA2 to your …\Fallout 4\Data directory, enable in the Bethesda mod menu, mod manger or whatever. Disable the upgrade function in the holotape before disabling or removing this mod. Only remove mods if you are happy to accept potential conflicts from load order changes in a save game.
(1) DLC Companions will not be added as this mod doesn’t want DLC dependencies, and those companion weapon OMODs can’t be managed using remote masterless calls.
(2) SKK mods will not be published in ESL format due to the MASSIVE maintenance hassle.
New: Support for DLC companions Longfellow and Gage default weapons.
New: Option current companion only needs 1 ammo for any weapon with keyword TeammateDontUseAmmoKeyword
Update Notes: Update is totally transparent, can be installed in any savegame at any time.
Fix: If COMCurieIsRobot do not equip CompCurieLaserGun
Update Notes: All updates so far are totally transparent, can be installed in any savegame at any time. Requires Fallout4.exe updated to 220.127.116.11 (or later).
New: heavy gunner perk applied to companions if perk adds enabled.
New: Option to force equip default weapon
Companion default weapon only re-equipped if in use
If companion perks enabled, also adds Commando automatic weapon perk
Removed F4SE script infections Form.pex ScriptObject.pex
Companion move notification
Adds move companion to player function
Added holotape to chose between level and perk upgrade trigger